Skill | Rank | Percent | Description |
---|---|---|---|
Hide | Inept | 0 % | Conceal yourself in the shadows. |
Tradecraft | Novice | 0 % | Communicate to fellow operatives via coded language. |
Climbing | Apprentice | 50 % | Clamber up into the trees with ease. |
Stoicism | Capable | 0 % | Reject danger and uplift rationality. |
Gird | Adept | 25 % | Form a protective layer of seething shadow. |
Coagulation | Adept | 75 % | Use your knowledge of healing to reduce bleeding. |
Conceal | Skilled | 0 % | Obscure your identity as you prowl. |
Kinesics | Skilled | 50 % | Leave a mark for your fellow operatives. |
Bounding | Skilled | 75 % | Leap and stride throughout the land. |
Inspirit | Gifted | 0 % | Draw upon your inner reserves for a second wind. |
Tent | Gifted | 40 % | Protect yourself from the elements. |
Campfire | Gifted | 60 % | Build a campfire to soothe the body and soul. |
Gloam | Virtuoso | 40 % | Conjure terrifying shadows to assault your foes. |
Bloodlust | Virtuoso | 60 % | Revel in the weakness of prey. |
Ascertain | Virtuoso | 80 % | Study the land for disturbances. |
Trail | Fabled | 0 % | Order a loyal creation to trail your mark. |
Grit | Fabled | 10 % | Overcome ailments through sheer courage and will. |
Revivify | Fabled | 40 % | Scour any trace of desecration. |
Vitality | Fabled | 60 % | An adrenaline rush to heal your body. |
Campsite | Fabled | 80 % | Expand your hunting ground into a fortified campsite. |
Facade | Mythical | 0 % | Hide your accomplices from the watchful gaze of others. |
Accomplice Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Illustrate | Inept | 0 % | Fabricate accomplices with ambient shadow. |
Lurker | Inept | 0 % | A tricksome, irritating accomplice to lead them astray. |
Wardpeeler | Novice | 50 % | An invasive, handsy accomplice that eats magic. |
Lightdrinker | Apprentice | 0 % | An enigmatic being of shadow that manipulates light. |
Murder | Capable | 50 % | An accomplice channeling primal, cataclysmic fear. |
Darkhound | Adept | 0 % | A canine accomplice of brutal demeanor. |
Pilferer | Adept | 50 % | A many-legged accomplice with insectile pincers. |
Monstrosity | Skilled | 25 % | A sinuous, betentacled accomplice. |
Throatripper | Gifted | 20 % | A shrieking accomplice of talons and flesh. |
Brutaliser | Expert | 0 % | A hulking, violent fabrication. |
Cohort | Expert | 20 % | Animate three accomplices. |
Mount | Expert | 40 % | Your accomplices will hasten your pursuit. |
Accost | Expert | 80 % | Accost their mind with fright and shadow. |
Pester | Virtuoso | 0 % | Pester their body with fear and shade. |
Eviscerator | Virtuoso | 20 % | An accomplice embodying bloodlust. |
Rimestalker | Fabled | 20 % | An accomplice wrought from night and frost. |
Terrifier | Mythical | 25 % | An accomplice that covorts within the mind. |
Verglas | Mythical | 50 % | A spray of bone-chilling cold from a rimestalker's palm. |
Coterie | Mythical | 75 % | Many hands make light work. |
Exploit | Transcendent | 0 % | Strike terror into the hearts of prey. |
Hide | Conceal yourself in the shadows | |
Syntax: | HIDE and EMERGE | |
Details: | Throughout their clandestine work, Executors of old learned to merge their very beings
with the shadow and lie in wait for their renegade prey. By emulating their technique, you too can blend into your surroundings. This will allow you to quickly conceal yourself from common view, assuming no others stand in your location. If you wish to no longer hide, then you can emerge from your hiding place. |
Tradecraft | Communicate to fellow operatives via coded language | |
Syntax: | TRADECRAFT <message> | |
Details: | It is often said that Syssin operatives possess a language all their own that allows
swift communication between agents. Though the ancient speech fell out of favour in favour of the modern era's hand signs and secretive signals, the traditional codespeech of the Executors lives on in defunct record and mouldy library all the same. Masking your words, you can communicate in secrecy across the area. |
Climbing | Clamber up into the trees with ease | |
Syntax: | CLIMB UP and CLIMB DOWN | |
Details: | It takes a knowing hand and eye to move through the treetops, finding purchase in every
lofty bough and making sure the wind doesn't buffet you from your perch. Should there be trees in your location, you may climb up into their treetops. You can then climb down if you wish to leave them. |
Stoicism | Reject danger and uplift rationality | |
Syntax: | STOICISM | |
Details: | Through their intense mental training, Executors were known to deceive themselves by
uplifting their rational thoughts above base panic, danger, and sensations related to inclement weather. In so doing, they possessed a supernatural tendency to shrug off injuries related to cold or even poison due to their cool demeanor and rugged mentalism. |
Gird | Form a protective layer of seething shadow | |
Syntax: | GIRD | |
Details: | Cloak yourself in a protective layer of churning darkness, granting bonus resistance to
physical damage. This resistance is greater when standing in a forest or blighted environment. Your protection will increase in toughness as your skill in Artifice increases. |
Coagulation | Use your knowledge of healing to reduce bleeding | |
Syntax: | ||
Details: | Snytax: COAGULATION <ON |
Conceal | Obscure your identity as you prowl | |
Syntax: | CONCEAL | |
Details: | By masking yourself in the shadows, you will be able to mask your movements to and from
locations, concealing your identity from those who see you dart away. This defence lasts far longer when used within a forest environment. |
Kinesics | Leave a mark for your fellow operatives | |
Syntax: | KINESICS CREATE <message> KINESICS MAINTAIN KINESICS CLEAR | |
Details: | Subtly altering the natural environment around you will allow you to leave a message that
only Executors may read. This message will last only a few months, though you may maintain it to reset this timer. Alternatively, you may simply clear the present message. You may only clear messages you have placed. |
Bounding | Leap and stride throughout the land | |
Syntax: | BOUNDING | |
Details: | You are capable of moving through the forest with incredible ease, granting you bonus
celerity in any natural outdoor environment and an additional bonus within forests. |
Inspirit | Draw upon your inner reserves for a second wind | |
Syntax: | INSPIRIT | |
Cooldown: | 60 minutes | |
Details: | Usable only so often, you can call upon your inner reserves to refresh your body,
granting you a temporary bonus to both your strength and constitution. If you use this skill within the limits of a city, you will also refresh a hefty portion of your endurance. |
Tent | Protect yourself from the elements | |
Syntax: | TENT SETUP TENT COLLAPSE TENT LOCATE | |
Details: | Commodities:
3 rope, 3 wood, and 3 cloth. With the right commodities you will be able to construct a simple tent. The tent can only be put up outside and in fitting environments, these being: Forest, Valley, Hills, Plains, Desert, Mountains, Grassland and Jungle. When a tent is collapsed, you will only recover a portion of the commodities. Patrons are permitted to change the descriptions of your tent, as long as the description maintains that you are indeed inside a small, simple tent. |
Campfire | Build a campfire to soothe the body and soul | |
Syntax: | CAMPFIRE BUILD CAMPFIRE STOKE | |
Details: | Commodities:
3 wood to build 1 wood to stoke By building a campfire, you can keep yourself and others warm in the cold. Additionally, your craftsmanship will help regenerate the endurance and willpower of those that linger by the flames. When the fire starts to burn out, you may stoke it with extra wood to keep it alive. |
Gloam | Conjure terrifying shadows to assault your foes | |
Syntax: | GLOAM | |
Details: | While in a plant lush environment, you may call upon their natural shade to create a
storm of dangerous, stinging shadow, damaging any enemy that is within your location. These thorns will additionally afflict your opponent with the loki venom. You may use this ability in the following environments: Forest, Jungle, Swamp, or Grasslands. It is possible to use gloam within a blighted location caused by an Alchemist, however you will find that the damage is reduced. |
Bloodlust | Revel in the weakness of prey | |
Syntax: | BLOODLUST | |
Works against: | Both players and NPCs | |
Details: | When you spill the blood of another, you will recover a portion of the damage you dealt
as health. Critical hits do not affect the amount returned. |
Ascertain | Study the land for disturbances | |
Syntax: | ASCERTAIN | |
Details: | As in ancient days, it is easiest to track spellcasters by the way they affect the sites
they have visited. By relying on this knowledge while standing in a natural environment, you are able to spot disturbances such as fires or exterminated plant-life in the local area. |
Trail | Order a loyal creation to trail your mark | |
Syntax: | TRAIL <target> | |
Details: | While mounted on one of your summoned beasts, you may track to an outdoor opponent,
moving you to their location after a short delay. |
Grit | Overcome ailments through sheer courage and will | |
Syntax: | GRIT | |
Cooldown: | 20 seconds | |
Details: | Gather your courage and press on, purging yourself of a random affliction. |
Revivify | Scour any trace of desecration | |
Syntax: | REVIVIFY | |
Details: | In elder days, Executors utilised a spell that allowed them to pass without trace and
leave no evidence of camp or simple travel. Though much of that incantation is lost to time's amnesiac sands, yet some remains: the ability to restore damage of the land. Conveniently, this includes magical damage, allowing you to restore the state of a natural location that has been exterminated by a necromancer's sorcery. |
Vitality | An adrenaline rush to heal your body | |
Syntax: | VITALITY | |
Details: | Providing you have full health and mana, you can call upon your adrenal glands to heal
you significantly should your health drop below a quarter of its maximum. Cooldown (when triggered): 180 seconds |
Campsite | Expand your hunting ground into a fortified campsite | |
Syntax: | CAMPSITE CONSTRUCT CAMPSITE REMOVE SCOUT | |
Details: | You may convert your tent and campfire into a full campsite, granting you several bonuses
exclusive to its presence. This process takes a bit of endurance and concentration as you set up the surrounding area, and may only be done in a forest environment. You will receive the following effects while remaining at your campsite: - Your campfire will no longer require stoking. - The title of your location will be temporarily changed to match your site. - Remaining in the treetops of your location will mask the presence of any allies, hiding them from sensing. - You may SCOUT while in the treetops, discerning the presence of any outdoor denizen or animal in the area. A campsite will last for one Aetolian week. |
Facade | Hide your accomplices from the watchful gaze of others | |
Syntax: | FABRICATE FACADE | |
Details: | You may hide your accomplices via rudimentary artifice, concealing them mostly from view. |
Illustrate | Fabricate accomplices with ambient shadow | |
Syntax: | FABRICATE <accomplice> DISMISS <accomplice> CALL ACCOMPLICES ACCOMPLICES | |
Details: | Executors of old displayed their grasp of fear and subtlety by way of fabricating beings
that embodied such primal sensations. Utilising shadow and motion as reagents, this once-lost art forged dangerous accomplices that provided aid when conducting the Manipulator's assigned purposes. Early students of this art are only capable of illustrating and commanding up to two accomplices at once. Consult AB ARTIFICE for a list of the accomplices you are capable of drawing into your employ. Fabricating an accomplice has no delay if used in a forest, as its shady gloam serves to heighten the binding process, but will otherwise impose a short delay if used in a non-urban environment, and a long delay otherwise. If you get separated from your accomplices you can CALL ACCOMPLICES at any time to return them to your side. ACCOMPLICES will let you see what beings you have summoned, as well as their current location. |
Lurker | A tricksome, irritating accomplice to lead them astray | |
Syntax: | FABRICATE LURKER | |
Details: | Call forth a tenebrous lurker to confound your enemies, playing upon their fears of
getting lost or poor navigation. Its tricksome lantern light will occasionally instill idiocy into the poor sap that it surrounds. |
Wardpeeler | An invasive, handsy accomplice that eats magic | |
Syntax: | FABRICATE WARDPEELER | |
Details: | An invasive little creature that plays upon physical discomfort or reticence for close
proximity, the wardpeeler possesses the ability to strip away a foe's defences - particularly the aura of rebounding. |
Lightdrinker | An enigmatic being of shadow that manipulates light | |
Syntax: | FABRICATE LIGHTDRINKER | |
Details: | The enigmatic lightdrinker is a frightful creature that dances upon the air and consumes
light for its own nefarious purposes. Though it does so without your bidding, it will often reach the limits of its hunger and expel some of its stolen effulgence as waves of refreshing energy that will heal you and your allies in the same location as it. It will heal either health or mana - but not both - as long as you are below 90% of your respective maximum. In addition, it will seek to protect other accomplices in your entourage, generating transient prismatic barriers that prevent aggression against them. |
Murder | An accomplice channeling primal, cataclysmic fear | |
Syntax: | FABRICATE MURDER | |
Details: | A being of ancient and modern fear alike, this sleek accomplice evokes a cosmic fear: the
shape of the Worldrender, Dejaani. Crafted from corvid parts and inky shadow, it will swoop down and occasionally succeed in knocking a foe off balance. |
Darkhound | A canine accomplice of brutal demeanor | |
Syntax: | FABRICATE DARKHOUND ORDER DARKHOUND LEAP <direction> | |
Details: | The great darkhound will allow you to leap over any obstacle while mounted - should you
also possess the Leaping ability in Horsemanship, it will become significantly faster. Additionally it will maul your opponents when it attacks, causing large amounts of bleeding and damage. |
Pilferer | A many-legged accomplice with insectile pincers | |
Syntax: | FABRICATE PILFERER | |
Details: | While not as powerful as other accomplices, the pilferer plays to a common, childish
fear: that of insects. It makes up for what it lacks in sheer strength with ingenuity - when an opponent attempts to consume a pill, it has a chance it will simply steal it away with its wicked pincers. It will also bolster the chance of Entrapment slightly. Please see AB SUBVERSION ENTRAPMENT for more information on this skill. Cooldown (on proc): 15 seconds |
Monstrosity | A sinuous, betentacled accomplice | |
Syntax: | FABRICATE MONSTROSITY | |
Details: | This slithering, serpentine accomplice of brutal tentacles acts as mount and surprisingly
powerful minion both, and will periodically ram your opponents, knocking them to the ground. |
Throatripper | A shrieking accomplice of talons and flesh | |
Syntax: | FABRICATE THROATRIPPER | |
Details: | This aerial accomplice will not hesitate to lacerate your victims, cutting their flesh
with deadly talons and causing disfigurement. |
Brutaliser | A hulking, violent fabrication | |
Syntax: | FABRICATE BRUTALISER ORDER BRUTALISER RAMPAGE <direction> ORDER BRUTALISER RAMPAGE
<person> | |
Details: | This bristling beast of an accomplice serves a hulking mount and brutal enforcer alike,
its inky constituency making it no less heavy when tossing around your marks. While mounted, you may rampage in a direction to bypass any blockers while simultaneously stunning them. You can also choose to rampage upon a prone victim to deal blunt damage while crippling a limb, cracking their ribs, or crippling their throat at random. This can give all afflictions at once, however it becomes less and less likely the more are given from a single trample. About two is expected. When ordered to attack an opponent, it will deal some cutting damage. Should the brutaliser attack an opponent that is prone, its bulk will crush their chest and leave behind a light wound. |
Cohort | Animate three accomplices | |
Syntax: | ||
Details: | This ability is passive.
You may now fabricate and control up to three accomplices at a time. |
Mount | Your accomplices will hasten your pursuit | |
Syntax: | MOUNT <accomplice> | |
Details: | You may now mount several of your larger accomplices to use them as a steed. Not only are
they usable with any associated Horsemanship abilities, but several of the accomplices possess unique abilities only usable while mounted. |
Accost | Accost their mind with fright and shadow | |
Syntax: | ORDER <accomplice> ACCOST <target> | |
Details: | A quick command to your accomplice will cause them to assail your target's psyche,
startling them with a mental affliction. If the target is undeaf, they will sustain mental damage. Using this ability will open up the opportunity for a shadowdance brandish. Darkhound: Claustrophobia Brutaliser: Agoraphobia Eviscerator: Loneliness Terrifier: Berserking |
Pester | Pester their body with fear and shade | |
Syntax: | ORDER <accomplice> PESTER <target> | |
Details: | You may order a winged accomplice to swoop from above, striking your target and producing
a specific effect depending on their type. Using this ability will open up the opportunity for a shadowdance brandish. Throatripper: Bleeding Lightdrinker: Upsets equilibrium Murder: Upsets balance |
Eviscerator | An accomplice embodying bloodlust | |
Syntax: | FABRICATE EVISCERATOR | |
Details: | The scything claws of this terrible eviscerator inflict not only physical trauma, but can
weaken the target's very body, causing one of clumsiness or weariness. You may not control an eviscerator while a terrifier is in your entourage, for they are too opposed in nature to leave your coterie intact. |
Rimestalker | An accomplice wrought from night and frost | |
Syntax: | FABRICATE RIMESTALKER | |
Details: | This accomplice born of ancient folklore will constantly plague your foe with chilling
touches, causing cold damage while occasionally freezing them. This creature's icy prowess is so great that it can freeze even the handsomest Minotaurs to death. |
Terrifier | An accomplice that covorts within the mind | |
Syntax: | FABRICATE TERRIFIER | |
Details: | This horrifying accomplice, evocative of nyctophobian torment, assaults the mind of your
enemy, instilling one of dizziness or epilepsy with each strike, alongside psychic harm. You may not control a terrifier while an eviscerator exists within your entourage, for their opposing natures would rend your coterie to shreds. |
Verglas | A spray of bone-chilling cold from a rimestalker's palm | |
Syntax: | ORDER RIMESTALKER VERGLAS <target> | |
Details: | You may command your rimestalker to project a cone of tundral wrath at someone, chilling
your victim. Using this ability will open up the opportunity for a shadowdance brandish. |
Coterie | Many hands make light work | |
Syntax: | ||
Details: | This ability is passive.
A master of shadow animation, you may now wilfully control up to four accomplices at a time. |
Exploit | Strike terror into the hearts of prey | |
Syntax: | EXPLOIT | |
Cooldown: | 60 seconds | |
Details: | For a limited duration you may order your accomplices to watch their target, looking for
moments to strike. Their attack speed will be doubled for the duration of the effect. |